The health of the king
is tied to the health of the land and the people; a strong and wise king brings
good fortune to the land, while a weak, corrupt or foolish lord brings sorrow
and famine. In some lands, the druid
choose leaders of tribes, topple unworthy rulers and exalt those who they have
groomed for kingship. In other lands, though, druids
are far from the corridors of power. The king does not know the land; he dwells
in palaces of stone and gold, and worries about petty politics or distracts
himself with indulgence and excess.

Sometimes, the druid
can afford to be patient. All things are cyclic  just as the lame wolf
is torn down by more ambitious members of the pack, so too shall a weak king
be overthrown and health return to the land. However, there are times when a
dynasty is too established to wither away, but too spiritually weak or corrupt
to serve the land. In such times, a kingmaker is selected from among the ranks
of the druid. This kingmaker
shall go forth into the world of men or elves or dwarves, choose a new king
and guide him to power, healing the land and reestablishing ancient ties and
the old ways.

Hit Die: d8.

Requirements

To qualify to become a
kingmaker, a character must fulfill all the following criteria:

Special: One of
the kingmakers cohorts or companions must be a character suited for the
role of ruler over the land, and is referred to as the chosen. The kingmaker
must either Craft or retrieve a magic item worth at least 10,000 gp for the
chosen before embarking on this prestige class.

Spells per day:
When a new kingmaker level is gained, the character gains a level of druidic
spellcasting that stacks with existing levels from a class that gives druid
spells.

Blessing (Su): The
kingmaker may cast spells with a range of you or touch
on the chosen from up to 30 feet away.

Sage Counsel (Ex):
The kingmaker may advise the chosen, stimulating great insights. Whenever the
chosen uses an Intelligence, Wisdom or Charisma-based skill within 24-hours
of speaking with the kingmaker, he may use the kingmakers ability score
bonus instead of his own. For example, a Wisdom 12 chosen cohort of a Wisdom
20 kingmaker could use the kingmakers +5 Wisdom bonus instead of his own
+1 bonus when making a Sense
Motive check.

Prophesy (Sp): Once
per week, the kingmaker may prophesy. This is identical to a vision or a moment of prescience that lasts for one week, but applies to the chosen, not the kingmaker
himself. The kingmakers character level is used as the caster level for
the vision.

First Anointing (Su):
The kingmaker initiates the chosen into the mysteries of druidism. The kingmaker
may cast any two spells onto the chosen; these spells are made permanent as
per the permanency spell, but cost only 1/10th the normal experience cost. The
kingmaker may research spells to be made permanent before performing the first
anointing. Furthermore, any spells cast by the kingmaker onto the chosen are
automatically extended.

Lesser Tie (Sp):
The kingmaker may now use dream at will, but
may only contact the chosen using the spell.

Calling (Su): At
this level, the kingmaker has the authority to draw upon nature. He may ask
one animal, elemental, magical
beast, neutral dragon or fey to aid the chosen.
This creature may not have more Hit Dice than twice the kingmakers character
level. The creature must serve, although how it aids the chosen is up to the
creature.

Greater Tie (Su):
The kingmaker links the chosen to the land, and the kingmaker to the chosen.
This behaves as a shield
other spell with limitless range (as long as both are
on the same plane) that can be reversed as a full-round action. Its default
behaviour is that the chosen shields the kingmaker but this can be reversed.

Force Confrontation
(Su): From the moment the kingmaker reaches 9th level in this class, the
character has a year and a day to overthrow the current ruler and establish
the chosen as king. Anyone following the chosens banner during this year
has a +1 morale bonus to attacks and skill checks; if the kingmaker fails to
accomplish the overthrown, he loses his kingmaker and druidic powers forever.

Coronation (Su): If
the chosen becomes king, the kingmaker may crown him. This has the following
effects:

* The chosen gains a permanent
+4 sacred bonus to Wisdom and Charisma.
* The entire land is enriched, as per the plant
growth spell, for the duration
of the chosens rule.
* The kingmaker may enter the grand druid
prestige class, even if he does not meet the prerequisites. He also gains a
permanent +2 enhancement bonus to any one ability score of his choice.

Epic
Kingmaker

Hit Die: d8.Skill Points at Each Additional Level: 4 + Intelligence modifier.Spells: The epic kingmakers caster level is equal to his class
level. The epic kingmakers number of spells per day does not increase
after 20th level.Bonus Feats: The epic kingmaker gains a bonus feat every four class levels
above 20th.

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